Phaser/phaser: Release v3.53.1
Name: phaser
Owner: Phaser
Release: Phaser v3.53.1
Released: 2021-03-08
License: MIT
Release Assets:
Version 3.53.1 - Anastasia - 8th March 2021
- Fixed an issue where Container children were not removed from the display list properly.
Version 3.53.0 - Anastasia - 8th March 2021
New Features
- You can now run Phaser from within a Web Worker. You must use the
type: 'classic'method and then useimportScripts('phaser.js')within your workers, but it will no longer throw window errors and allows you access to lots of the core Phaser functions from Workers. Scenes.Events.PRE_RENDERis a new event fired after the display list is sorted and before the Scene is rendered (thanks @samme)- You can now set the boolean
preserveDrawingBufferin the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set totrueto retain them. GameObjects.Shape.setDisplaySizeis a new method that helps setting the display width and height of a Shape object in a chainable way. Fix #5526 (thanks @samme)Tilemaps.Parsers.Tiled.ParseTilesetshas been updated so it now retains thetypefield information that can be optionally specified within Tiled. This is useful when creating objects from tiles and tile variants (thanks @lackhand)Tilemaps.Parsers.Tiled.ParseWangsetsis a new function that will parse the Wangset information from Tiled map data, if present, and retain it so you can access the data (thanks @lackhand)WebGLPipeline.glResetis a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls tobindtorebindinstead to restore the pipeline state.
Display List Updates
GameObject.addToDisplayListis a new method that allows you to add a Game Object to the given Display List. If no Display List is given, it will default to the Scene Display List. A Game Object can only exist on one Display List at any given time, but may move freely between them.GameObject.addToUpdateListis a new method that adds the Game Object to the Update List belonging to the Scene. When a Game Object is added to the Update List it will have itspreUpdatemethod called every game frame.GameObject.removeFromDisplayListis a new method that removes the Game Object from the Display List it is currently on.GameObject.removeFromUpdateListis a new method that removes the Game Object from the Scenes Update List.GameObject.destroywill now call the newremoveFromDisplayListandremoveFromUpdateListmethods.DisplayList.addChildCallbackwill now use the newaddToDisplayListandremoveFromDisplayListGame Object methods.Container.addHandlerwill now use the newaddToDisplayListandremoveFromDisplayListGame Object methods.Layer.addChildCallbackandremoveChildCallbackwill now use the newaddToDisplayListandremoveFromDisplayListGame Object methods.Groupnow listens for theADDED_TO_SCENEandREMOVED_FROM_SCENEmethods and adds and removes itself from the Update List accordingly.Group.addandcreatenow uses the newaddToDisplayListandaddToUpdateListGame Object methods.Group.removenow uses the newremoveFromDisplayListandremoveFromUpdateListGame Object methods.Group.destroyhas a new optional boolean parameterremoveFromScene, which will remove all Group children from the Scene if specified.
Updates
- Phaser no longer includes the IE9 polyfills. All polyfills have been removed from the core builds and moved to their own specific version called
phaser-ie9, which can be found in thedistfolder. - All of the Device functions will now check to see if Phaser is running inside of a Web Worker, or not. If it is, they will return early, avoiding trying to make calls to
windowor other elements not present within Workers. - The Webpack loaders have been moved to dev dependencies to avoid peer issues during use of Phaser as a package (thanks @andrewstart)
- The
WebAudioSoundManager.createAudioContextmethod is no longer private. - The
WebAudioSoundManager.contextproperty is no longer private. - The
WebAudioSoundManager.masterMuteNodeproperty is no longer private. - The
WebAudioSoundManager.masterVolumeNodeproperty is no longer private. - The
WebAudioSoundManager.destinationproperty is no longer private. - The
WebAudioSound.audioBufferproperty is no longer private. - The
WebAudioSound.sourceproperty is no longer private. - The
WebAudioSound.loopSourceproperty is no longer private. - The
WebAudioSound.muteNodeproperty is no longer private. - The
WebAudioSound.volumeNodeproperty is no longer private. - The
WebAudioSound.pannerNodeproperty is no longer private. - The
WebAudioSound.hasEndedproperty is no longer private, but is read only. - The
WebAudioSound.hasLoopedproperty is no longer private, but is read only. - The
WebAudioSoundManager.createAudioContextmethod will now usewebkitAudioContextif defined inwindow(rather than using the polyfill) to handle audio on Safari. - If a loaded JSON File fails to parse it will now issue a console warning along with the file key (thanks @samme)
- The Canvas Renderer will no longer run a
fillRectifclearBeforeRenderisfalsein the Game Config. - The
LightsManager.addPointlightmethod now has full JSDocs and theattenuationparameter. LightPipeline.lightsActiveis a new boolean property that keeps track if the Lights Manager in a Scene is active, or not.- The
LightPipelinenow only callsbatchSprite,batchTextureandbatchTextureFrameif the Scene Lights Manager is active. Fix #5522 (thanks @inmylo) - The Tiled Parser has been updated so it now supports object properties defined in an array with name / type values (thanks @veleek)
LineCurve.getTangentcan now take an output vector to receive the tangent value (thanks @samme)DOMElementCSSRendererno longer sets thepointerEventsstyle attribute toauto. This is the default value anyway and it now means you can override it from your code by setting thepointer-eventsattribute directly. Fix #5470 (thanks @hayatae @endel)SceneManager.loadCompletewill no longer try to unlock the Sound Manager, preventingAudioContext was not allowed to startconsole warnings after each Scene finishes loading.WebGLRenderer.deleteTexturewill now runresetTextures(true)first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.- If
TextureSource.destroyhas a WebGL Texture it will tell the WebGL Renderer to reset the textures first, before deleting its texture. Cameras.Controls.FixedKeyControl.minZoomis a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)Cameras.Controls.FixedKeyControl.maxZoomis a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)Cameras.Controls.SmoothedKeyControl.minZoomis a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)Cameras.Controls.SmoothedKeyControl.maxZoomis a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)- The
WebGLPipeline.rebindmethod now accepts an optional parametercurrentShader. If provided it will set the current shader to be this after the pipeline reset is complete. - The
PipelineManager.rebindmethod will now flag all pipelines asglReset = true, so they know to fully rebind the next time they are invoked.
Bug Fixes
BlitterWebGLRendererwas calling an out-dated functionsetRenderDepthinstead ofaddToRenderList(thanks Harm)- When a loaded JSON file fails to parse, it's marked
FILE_ERROREDand the Loader continues. Before this change the Loader would stall (thanks @samme) Math.FromPercentsilently assumed theminparameter to be 0. It can now be any value, allowing you to generate percentages betweenminandmaxcorrectly (thanks @somechris)- The Container and Zone Game Objects were not handling being added to the render list, causing them to fail input detection tests. Fix #5506 #5508 (thanks @rexrainbow @vforsh @Nightspeller)
IsometricWorldToTileXYwas returning a tile incorrectly offset from the given coordinates. It now returns from the expected location (thanks @veleek)DOMElementCSSRendererwill now return early ifsrc.nodedoesn't exist or is null, rather than trying to extract thestyleproperty from it. Fix #5566 (thanks @rattias)- The BitmapMask will now check to see if
rendererexists before trying to hook to its event emitter (thanks @mattjennings) - TileSprite will now check to see if
rendererexists before trying to restore itself during a context loss (thanks @mattjennings) - A Texture will now check to see if
rendererexists before resetting the WebGL textures (thanks @mattjennings) - Destroying a Text Game Object when using the HEADLESS renderer would cause an
Uncaught TypeError. Fix #5558 (thanks @mattjennings) - The
Actions.PlayAnimationarguments have been updated to match the new animation system introduced in Phaser 3.50. It will now take either a string-key, or a play animation configuration object, and thestartFrameparameter has been replaced withignoreIfPlaying. The function will also only callplayif the Game Object has an animation component, meaning you can now supply this action with a mixed-content array without errors. Fix #5555 (thanks @xuxucode) RenderTarget.resizewill nowMath.floorthe scaled width and height as well as ensure they're not <= 0 which causesFramebuffer status: Incomplete Attachmenterrors. Fix #5563 #5478 (thanks @orjandh @venarius)Matter.Components.Sleep.setToSleepandsetAwakewere documented as returningthis, however they didn't return anything. Both nowreturn thiscorrectly. Fix #5567 (thanks @micsun-al)- The Particle position would be wrong when set to follow a Sprite using the Canvas Renderer. Fix #5457 (thanks @samme)
- Fixed a conditional bug in Arcade Physics
ProcessXwhen Body2 is Immovable and Body1 is not. - The Spine Plugin would throw an error while unloading and restarting the game. Fix #5477 (thanks @ayamomiji @Pong420)
- The Spine Plugin would cause all textures to render as blue if a Spine object followed any Game Object using the Graphics Pipeline on the display list, due to the gl context restoration not being properly handled. Fix #5493 #5449 (thanks @EmilSV @FloodGames)
- Spine Game Objects and Containers will now add themselves to the Camera render list, fixing issues where input didn't work if depth was used or they were overlapped with another interactive Game Object.
- Calling
Group.destroywould cause a runtime error ifGroup.runChildUpdatehad been set. Fix #5576 (thanks @samme) - Moving a Sprite from a Container or Layer to the Scene would fail without first resetting the display list. Fix #5535 (thanks @malahaas @samme @tringcooler)
Examples, Documentation and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@edemaine @xuxucode @schontz @kaktus42 @Nero0 @samme